﻿//最后生成时间：2020/9/23 14:57:27

using System;
using System.Collections.Generic;
using System.Xml.Serialization;

namespace HTUtility
{
	[Serializable]
	public class SkillScheme
	{
		[XmlElement("SkillList")]
		public List<SkillItem> SkillList;
	}
	[Serializable]
	public class SkillItem
	{
		[XmlAttribute("ID")]
		public int ID { get; set; }
		[XmlAttribute("Type")]
		public int Type { get; set; }
		[XmlAttribute("Name")]
		public string Name { get; set; }
		[XmlAttribute("Tips")]
		public string Tips { get; set; }
		[XmlAttribute("Icon")]
		public string Icon { get; set; }
		[XmlAttribute("Target")]
		public int Target { get; set; }
		[XmlAttribute("AttackAnimation")]
		public string AttackAnimation { get; set; }
		[XmlAttribute("BehitAnimation")]
		public string BehitAnimation { get; set; }
		[XmlAttribute("CastEffectType")]
		public int CastEffectType { get; set; }
		[XmlAttribute("CastEffectDelay")]
		public float CastEffectDelay { get; set; }
		[XmlAttribute("CastEffectParam")]
		public float CastEffectParam { get; set; }
		[XmlAttribute("CastEffect")]
		public string CastEffect { get; set; }
		[XmlAttribute("CasetEffectBone")]
		public string CasetEffectBone { get; set; }
		[XmlAttribute("AttackEffect")]
		public string AttackEffect { get; set; }
		[XmlAttribute("AttackEffectBone")]
		public string AttackEffectBone { get; set; }
		[XmlAttribute("BehitEffect")]
		public string BehitEffect { get; set; }
		[XmlAttribute("DieEffect")]
		public string DieEffect { get; set; }
		[XmlAttribute("DieAnimation")]
		public string DieAnimation { get; set; }
		[XmlAttribute("AttackSound")]
		public int AttackSound { get; set; }
		[XmlAttribute("HitSound")]
		public string HitSound { get; set; }
		[XmlAttribute("Hatred")]
		public float Hatred { get; set; }
		[XmlAttribute("DamageType")]
		public int DamageType { get; set; }
		[XmlAttribute("DamageParameter1")]
		public int DamageParameter1 { get; set; }
		[XmlAttribute("DamageParameter2")]
		public float DamageParameter2 { get; set; }
		[XmlAttribute("DamageParameter3")]
		public float DamageParameter3 { get; set; }
		[XmlAttribute("DamageParameter4")]
		public int DamageParameter4 { get; set; }
		[XmlAttribute("DamageDistance")]
		public float DamageDistance { get; set; }
		[XmlAttribute("CooldownID")]
		public int CooldownID { get; set; }
		[XmlAttribute("SingTime")]
		public int SingTime { get; set; }
		[XmlAttribute("DamageInterval")]
		public int DamageInterval { get; set; }
		[XmlAttribute("ActiveHardStraightTime")]
		public int ActiveHardStraightTime { get; set; }
		[XmlAttribute("PassiveHardStraightTime")]
		public int PassiveHardStraightTime { get; set; }
		[XmlAttribute("SkillStyle")]
		public int SkillStyle { get; set; }
		[XmlAttribute("BlowFlyDistance")]
		public int BlowFlyDistance { get; set; }
		[XmlAttribute("BlowFlyAngle")]
		public float BlowFlyAngle { get; set; }
		[XmlAttribute("FloatingTime")]
		public int FloatingTime { get; set; }
		[XmlAttribute("FloatingHeight")]
		public float FloatingHeight { get; set; }
		[XmlAttribute("Push")]
		public int Push { get; set; }
		[XmlAttribute("Buff1")]
		public int Buff1 { get; set; }
		[XmlAttribute("BuffProbability1")]
		public int BuffProbability1 { get; set; }
		[XmlAttribute("Buff2")]
		public int Buff2 { get; set; }
		[XmlAttribute("BuffProbability2")]
		public int BuffProbability2 { get; set; }
		[XmlAttribute("Buff3")]
		public int Buff3 { get; set; }
		[XmlAttribute("BuffProbability3")]
		public int BuffProbability3 { get; set; }
		[XmlAttribute("AttackPoint")]
		public int AttackPoint { get; set; }
		[XmlAttribute("AttackPercentage")]
		public int AttackPercentage { get; set; }
		[XmlAttribute("IgnoreDefensePoint")]
		public int IgnoreDefensePoint { get; set; }
		[XmlAttribute("IgnoreDefensePercentage")]
		public int IgnoreDefensePercentage { get; set; }
		[XmlAttribute("DamagePoint")]
		public int DamagePoint { get; set; }
		[XmlAttribute("DamagePercentage")]
		public int DamagePercentage { get; set; }
		[XmlAttribute("BreakPoint")]
		public int BreakPoint { get; set; }
		[XmlAttribute("CriticalPoint")]
		public int CriticalPoint { get; set; }
		[XmlAttribute("Hit")]
		public int Hit { get; set; }
		[XmlAttribute("Pierce")]
		public int Pierce { get; set; }
		[XmlAttribute("SkillType")]
		public int SkillType { get; set; }
		[XmlAttribute("PhysicRate")]
		public float PhysicRate { get; set; }
		[XmlAttribute("MagicRate")]
		public float MagicRate { get; set; }
		[XmlAttribute("DelayRate")]
		public float DelayRate { get; set; }
		[XmlAttribute("StopByRun")]
		public int StopByRun { get; set; }
		[XmlAttribute("CanMove")]
		public int CanMove { get; set; }
		[XmlAttribute("AttackEffect2")]
		public string AttackEffect2 { get; set; }
		[XmlAttribute("AttackEffectBone2")]
		public string AttackEffectBone2 { get; set; }
		[XmlAttribute("MustInsideDamageDistance")]
		public int MustInsideDamageDistance { get; set; }
		[XmlAttribute("RuneSkill1")]
		public int RuneSkill1 { get; set; }
		[XmlAttribute("RuneSkill2")]
		public int RuneSkill2 { get; set; }
		[XmlAttribute("AddFury")]
		public int AddFury { get; set; }
		[XmlAttribute("NeedFury")]
		public int NeedFury { get; set; }
		[XmlAttribute("CameraActionID")]
		public int CameraActionID { get; set; }
	}
}
